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Remove (ActorFunc)
casts in initvars (#1571)
* Remove `(ActorFunc)` casts in initvars, use `/**/` trick for format Achieved by using the following regex: (ActorInit.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*\n\};) replaced with $1$2/**/ $3$4/**/ $5$6/**/ $7$8/**/ $9$10/**/ $11$12/**/ $13$14/**/ $15$16/**/ $17$18/**/ $19 plus a change from /**/ to #if 0 #endif in docs/ * Manual fixes
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431 changed files with 3899 additions and 3893 deletions
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@ -20,15 +20,15 @@ void EnOkuta_Freeze(EnOkuta* this, PlayState* play);
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void EnOkuta_ProjectileFly(EnOkuta* this, PlayState* play);
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ActorInit En_Okuta_InitVars = {
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ACTOR_EN_OKUTA,
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ACTORCAT_ENEMY,
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FLAGS,
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OBJECT_OKUTA,
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sizeof(EnOkuta),
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(ActorFunc)EnOkuta_Init,
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(ActorFunc)EnOkuta_Destroy,
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(ActorFunc)EnOkuta_Update,
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(ActorFunc)EnOkuta_Draw,
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/**/ ACTOR_EN_OKUTA,
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/**/ ACTORCAT_ENEMY,
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/**/ FLAGS,
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/**/ OBJECT_OKUTA,
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/**/ sizeof(EnOkuta),
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/**/ EnOkuta_Init,
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/**/ EnOkuta_Destroy,
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/**/ EnOkuta_Update,
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/**/ EnOkuta_Draw,
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};
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static ColliderCylinderInit sProjectileColliderInit = {
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